EA G.O.D. Sat

Babylon 5 mod for Homeworld 2
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CnlPepper
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Post by CnlPepper » Wed Apr 02, 2008 12:13 pm

Thats looking great! Now make sure the spec map is right, I want my shaders being used properly! :p :D

Crook, if you have a spare moment, could you model the large and small missiles?

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Post by Crook » Wed Apr 02, 2008 6:01 pm

yeah, I'll have a look to see what they look like. What poly count are we looking for them, being missiles?
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Zeelich
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Post by Zeelich » Thu Apr 03, 2008 2:07 am

That's a good question. There may be a lot of missiles on screen at anytime so they would need to be small. Maybe 100 for the small and 300 for the big? The bigs travel pretty slow if I remember right, so you'll actually be able to see them.
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CnlPepper
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Post by CnlPepper » Thu Apr 03, 2008 9:42 am

I agree 100 and 300 sound good. Could you also make LODs of <50 and 100 respectively? With the GOD sats firing there will be a lot of missiles flying around. The larger ones I expect will be almost as visible as the fighters.

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Post by Crook » Mon Apr 07, 2008 2:34 pm

Ok, Try this. It should all be self explanatory:

1 god sat

4 missiles:

Big
Small
Big lod1
Small lod1

I've set up the surfaces on the GOD sat as I think they should be - one surface per 'group'. So there are sub objects that each use one texture. I've also included spec versions of all the textures (with _SPEC appended onto the name)

Hope that's enough to work with!

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Post by maxdamage » Mon Apr 07, 2008 9:57 pm

I have a B5 heavy ballistic missile mesh at 576 faces... Not textured at all.
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:Max:

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CnlPepper
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Post by CnlPepper » Tue Apr 08, 2008 12:50 am

Crook: Absolutely bloody perfect. :)

I'll get this in the mod once I've finished off the new area capture system.

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Post by CnlPepper » Tue Apr 08, 2008 7:22 pm

Crook: I see you have used many seperate texture maps. For future reference each discrete object in the game has to share a single texture map (col+spec). I'll fix this one so no need to worry about it. :)

Btw could you also provide low poly collision meshes for your models? About 300 poly max. They should have the general form of the superstructure of the ship.

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Post by CnlPepper » Tue Apr 08, 2008 7:35 pm

Actually could you make a tweak for me. There are ment to be heavy missile ports under the flaps around the main gun, these are missing, could you add them?

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Post by Crook » Tue Apr 08, 2008 7:42 pm

CnlPepper wrote:Crook: I see you have used many seperate texture maps. For future reference each discrete object in the game has to share a single texture map (col+spec). I'll fix this one so no need to worry about it. :)

Btw could you also provide low poly collision meshes for your models? About 300 poly max. They should have the general form of the superstructure of the ship.
Here's a collision mesh for it at 268 polys I think.

As to the surfacing, I thought I had that right? The obj has 5 sub objects:

Object_0
Object_01
Object_02
Object_03
Object_04

Each of these objects has one texture. When you say each discrete object in the game uses 1 texture map, are you saying each ship must use 1 texture only?
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